Visual saliency detection aims at identifying the most visually distinctive parts in an image, and serves as a pre-processing step for a variety of computer vision and image processing tasks. To this end, the saliency...
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In this paper, we propose a new role analyzing paradigm for social networks enlightened by topic modeling, which can be adopted as a primitive building block in various security related tasks, such as hidden community...
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ISBN:
(纸本)9781509038664
In this paper, we propose a new role analyzing paradigm for social networks enlightened by topic modeling, which can be adopted as a primitive building block in various security related tasks, such as hidden community finding, important person recognizing and so on. We first present the social network under analyzing as a heterogeneous network constructed by both the users and the subjects discussed among them. We then view this network in a Bag-of-Users schema, which mimics its classical Bag-of-Words counterpart. In this schema, the subjects discussed are treated as “documents” while the users are treated as “words” which construct the “documents”. Based on this novel presentation, we finally apply topic modeling technology to perform the social role clustering. Experiments on a practical security-related social network dataset prove the effectiveness of our approach.
Experience replay is a promising approach to improve the learning efficiency of adaptive dynamic programming. A general model-free adaptive dynamic programming (ADP) approach with the experience replay technology is i...
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ISBN:
(纸本)9781509006212
Experience replay is a promising approach to improve the learning efficiency of adaptive dynamic programming. A general model-free adaptive dynamic programming (ADP) approach with the experience replay technology is investigated in this paper to solve the optimal control problems in continuous state and action spaces. Both the critic network and action network are modeled with a feedforward neural network with one hidden layer. During the learning process, a number of recently observed data samples are recorded in a database. When updating the parameters of the neural networks, the data in the sample database are repeatedly used to update the weights of the action network and the critic network. Implementation details of the algorithm are given, and simulation experiments are utilized to verify the learning efficiency of the proposed approach.
In this paper, a novel iterative Q-learning algorithm, called "policy iteration based deterministic Qlearning algorithm", is developed to solve the optimal control problems for discrete-time deterministic no...
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In this paper, a novel iterative Q-learning algorithm, called "policy iteration based deterministic Qlearning algorithm", is developed to solve the optimal control problems for discrete-time deterministic nonlinear systems. The idea is to use an iterative adaptive dynamic programming(ADP) technique to construct the iterative control law which optimizes the iterative Q function. When the optimal Q function is obtained, the optimal control law can be achieved by directly minimizing the optimal Q function, where the mathematical model of the system is not necessary. Convergence property is analyzed to show that the iterative Q function is monotonically non-increasing and converges to the solution of the optimality equation. It is also proven that any of the iterative control laws is a stable control law. Neural networks are employed to implement the policy iteration based deterministic Q-learning algorithm, by approximating the iterative Q function and the iterative control law, respectively. Finally, two simulation examples are presented to illustrate the performance of the developed algorithm.
Virtual Reality(VR) is a three-dimensional computergenerated virtual world. It is essential to introduced VR technology to education area to develop new teaching mode to improve the efficiency and quality of teaching ...
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Virtual Reality(VR) is a three-dimensional computergenerated virtual world. It is essential to introduced VR technology to education area to develop new teaching mode to improve the efficiency and quality of teaching and learning. Among them, VR classroom has quickly become most dazzling star with its subversive advantage. This paper proposes an overall integration solution of VR classroom, including its composition, its scene design of various disciplines and its main advantage. Finally, a case study of a geography lesson is provided to show its advantages and strong potentiality.
In this article, I would like to share my daughter's experience on self-STEAM education. In our daily life, she can always find problems and then dream them with her imagination, finally narrows down her solutions...
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In this article, I would like to share my daughter's experience on self-STEAM education. In our daily life, she can always find problems and then dream them with her imagination, finally narrows down her solutions to solve problems in her own way. During these problem-solving processes, I noticed that she went through sciences, technology, engineering, arts and mathematics in a very natural way. So I would like to say, STEAM is the way we learn and grow ever since we were born. But later at school, we are trained in a way that subjects are completely disconnected. It might take time to change this situation at school, but at home, as parents, we need to realize that children can discover new things by themselves even from young ages, and provide rich learning environment for them and let them "STEAM " themselves in their own way.
Topic modeling is a popular text mining technique for extracting latent semantics from text. It can be widely applied in intelligence analyzing, anti-terrorist, and various other security related tasks. Most existing ...
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ISBN:
(纸本)9781509038664
Topic modeling is a popular text mining technique for extracting latent semantics from text. It can be widely applied in intelligence analyzing, anti-terrorist, and various other security related tasks. Most existing topic models only focus exclusively on the text literally, and disregard rich contextual, cultural, and language background, hindering the understanding and discovering of the key clues implied in the text. Based on cognitive psychology theories, we justify the classical psychological activation theory named Adaptive control of Thought from the perspective of information theory. Then, we propose a fast and loosely-coupled activation presentation of text for topic models. Our method mimics the aspect of human cognitive procedure when facing the activation of new concepts based on word correlations and word frequencies. Experimental results on multiple tasks show that our activation presentation models can significantly improve the performance of the topic models with linear time consumption.
This paper is concerned with the reliable H control problem for discrete-time Takagi-Sugeno (T-S) fuzzy systems with time-varying delays and stochastic actuator faults based on a novel summation inequality. A discrete...
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Online medical community question answering(c QA) systems are playing important roles as a supplement of the traditional medical service systems. The answer recommendation service provides guidance to diagnose disease...
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Online medical community question answering(c QA) systems are playing important roles as a supplement of the traditional medical service systems. The answer recommendation service provides guidance to diagnose diseases and brings convenience and valuable reference to users. In this paper, we propose a method to recommend answer for particular questions on medical c QA system. There are three steps for the answer recommendation system, including similar cases retrieval, answers quality estimation and answer recommendation. The proposed algorithm is tested on a dataset collected from online medical community question answering system. The results show a good performance in answer recommendation.
The Gomoku board game is a longstanding challenge for artificial intelligence research. With the development of deep learning, move prediction can help to promote the intelligence of board game agents as proven in Alp...
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ISBN:
(纸本)9781509044245
The Gomoku board game is a longstanding challenge for artificial intelligence research. With the development of deep learning, move prediction can help to promote the intelligence of board game agents as proven in AlphaGo. Following this idea, we train deep convolutional neural networks by supervised learning to predict the moves made by expert Gomoku players from RenjuNet dataset. We put forward a number of deep neural networks with different architectures and different hyperparameters to solve this problem. With only the board state as the input, the proposed deep convolutional neural networks are able to recognize some special features of Gomoku and select the most likely next move. The final neural network achieves the accuracy of move prediction of about 42% on the RenjuNet dataset, which reaches the level of expert Gomoku players. In addition, it is promising to generate strong Gomoku agents of human-level with the move prediction as a guide.
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